jason
Trained Noob
Posts: 10
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Post by jason on Apr 4, 2010 0:38:23 GMT
Hey guys, Well I've got a water problem with my outdoor pool. I've got a water_lod_control on thea map which is at default and the map has no leaks. We also have a env_cubemap in the middle on the pool just above the water. The water texture isn't the problem. I've tried using 3 textures and i still get the same problem. (one custom , 2 source sdk textures) Here's some screen shots: www.jason.cobaltgaming.com/Jason/poolproblem1.pngwww.jason.cobaltgaming.com/Jason/poolproblem2.pngThanks Jason
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Post by Zeph on Apr 4, 2010 2:11:39 GMT
The problem is your loosing the refraction?
It looks like its going into cheap water mode.
With the water_lod_control there is a setting:
Perhaps increasing these would hold onto the refraction for longer. At a large distance, however, you do want the water to become cheap, else you're rendering a lot of information even though you're not near it.
Since these are in INCHES, and the scale is 32 units for 12 inches, so: Units you want * (12/32) = inches needed. Say your room is 512 wide, you want 192 inches.
Have a play with the values above, and come back to us.
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 4, 2010 2:35:30 GMT
The water_lod_control's cheap water start distance is set to 1000 and cheap water end distance is set to 2000.
I have tried raising the start distance and end distance but i still get the same problem.
The pool has four corners. Only one of the corners is going into cheap mode so i don't think its the water_lod_control that is the problem.
Whats your steam friends ID Zeph?
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 4, 2010 6:49:44 GMT
Anyone else got any suggestions?
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Post by Zeph on Apr 4, 2010 8:07:39 GMT
What do you mean only one corner does it? Looks to me as if the whole thing does when you step back. Try values like 2000, or 5000, and see if it happens at a further distance? Make sure the water is a world brush, that only one side is textured as water (ie the top), the others nodraw. Make sure it's cubemap is attached nicely to the surface too. It looks to me as if it's working as it should. Perhaps at that distance you're past the angle of incidence and therefore getting total internal reflection off the surface of the water? And i doubt anyone else has a suggestion between 3am and 7am
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 4, 2010 9:57:28 GMT
Yeah you really have to have a look at the map to see whats happening.
The water_lod_control isn't the problem. I've put the values from the start distance of 4000 to 6000 and i still have the same problem.
But yeah the water is a world brush and all 6 sides are nodraw except for the top which is textured by water.
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Post by teshok on Apr 4, 2010 11:55:00 GMT
if its only happening in one spot it could be a vis leaf issue check your portal file the source engine might think you cant see the water when you stand at that spot.
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 4, 2010 23:22:36 GMT
teshok, what should i do?
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Post by teshok on Apr 5, 2010 0:06:00 GMT
if you open you vmf in the ep2 hammer you can go map> load portal file (right below load pointfile) you should see all the vis leafs as blue boxes look for a cluster of small boxes and try to clean them up a bit by func_detailing things also post your compile log. optimization.interlopers.net/index.php?chapter=introa helpfull guide
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 6, 2010 15:41:03 GMT
Ok, I fixed the problem.
I had a statue and a sort of block surrounding it. It was within 10ft of the pool.
I think it was because the block wasn't to grid.
I just deleted the statue model and the block surrounding it and now my pool works perfectly.
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Post by Zeph on Apr 6, 2010 22:01:40 GMT
Interesting. Please explain it again though.
Block = Brush? Entity containing box? Entity or world geom? Did it touch the water brush?
What if it was on grid? Would it work then?
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 7, 2010 1:57:26 GMT
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Post by teshok on Apr 7, 2010 3:20:55 GMT
was the whole thing func detail cause that whould've messed up the visleafs something cronic. (dont make water func_detail though bad things happen) edit: actualy it could also be the fact you had water at 2 differnt heights. try just deleting the water in the fountain if its not too late.
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Post by Zeph on Apr 7, 2010 5:17:52 GMT
Ahha, the statue was a fountain and had it's own water brush? If so, then Teshok is correct, as stated here: developer.valvesoftware.com/wiki/Adding_WaterNOTE: PVS = Potentially Visible Set. So when you stepped back, you saw the second lot of water (cheap or expensive, or different level) and therefore forced all the water to become cheap. However, from your screenshots, there does not seem to be a second lot of water by the statue, unless it's that circular bit behind the tree in the "bad" photo, which is nothing to do with the statue, but equally could be the same issue.
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jason
Trained Noob
Posts: 10
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Post by jason on Apr 7, 2010 5:52:13 GMT
Yeah, well I'm glad that i fixed it.
But yeah thanks for the help guys
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